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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 15:00:20 2006 UTC vs.
Revision 1.50 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_attack_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_attack.C,v 1.2 2006/08/15 15:00:20 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
31 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
32 * of code 26 * of code
33 */ 27 */
34 28
35#include <global.h> 29#include <global.h>
36#include <object.h> 30#include <object.h>
37#include <living.h> 31#include <living.h>
38#ifndef __CEXTRACT__
39#include <sproto.h> 32#include <sproto.h>
40#endif
41#include <spells.h> 33#include <spells.h>
42#include <sounds.h> 34#include <sounds.h>
43 35
44/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
45 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
46 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
47 * op is the spell object. 39 * op is the spell object.
48 */ 40 */
49 41
42void
50void check_spell_knockback(object *op) { 43check_spell_knockback (object *op)
44{
51 object *tmp, *tmp2; /* object on the map */ 45 object *tmp, *tmp2; /* object on the map */
52 int weight_move; 46 int weight_move;
53 int frictionmod=2; /*poor man's physics - multipy targets weight by this amount */ 47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
54 48
55 if(! op->weight) { /*shouldn't happen but if cone object has no weight drop out*/ 49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
56 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n");*/ 51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
57 return; 52 return;
58 }else{ 53 }
54 else
55 {
59 weight_move = op->weight +(op->weight * op->level) / 3; 56 weight_move = op->weight + (op->weight * op->level) / 3;
60 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level);*/ 57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
61 } 58 }
62 59
63 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
64 { 61 {
65 int num_sections = 1; 62 int num_sections = 1;
66 63
67 /* don't move DM */ 64 /* don't move DM */
68 if(QUERY_FLAG(tmp, FLAG_WIZ)) 65 if (QUERY_FLAG (tmp, FLAG_WIZ))
69 return; 66 return;
70 67
71 /* don't move parts of objects */ 68 /* don't move parts of objects */
72 if(tmp->head) continue; 69 if (tmp->head)
70 continue;
73 71
74 /* don't move floors or immobile objects */ 72 /* don't move floors or immobile objects */
75 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)||(!QUERY_FLAG(tmp,FLAG_ALIVE)&&QUERY_FLAG(tmp,FLAG_NO_PICK))) continue; 73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
76 75
77 /* count the object's sections */ 76 /* count the object's sections */
78 for(tmp2 = tmp; tmp2!=NULL;tmp2=tmp2->more) num_sections++; 77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79 79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 82 * object, not just the head, so the total weight should be relevant.
83 */ 83 */
84 84
85 /* surface area? -tm */ 85 /* surface area? -tm */
86 86
87 if (tmp->move_type & MOVE_FLYING) 87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1 ; /* flying objects loose the friction modifier */ 88 frictionmod = 1; /* flying objects loose the friction modifier */
89 89
90 if(rndm(0, weight_move-1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ 90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
91 /* move_object is really for monsters, but looking at 92 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 93 * the move_object function, it appears that it should
93 * also be safe for objects. 94 * also be safe for objects.
94 * This does return if successful or not, but 95 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 96 * I don't see us doing anything useful with that information
96 * right now. 97 * right now.
97 */ 98 */
98 move_object(tmp, absdir(op->stats.sp)); 99 move_object (tmp, absdir (op->stats.sp));
99 } 100 }
100 101
101 } 102 }
102} 103}
103 104
104/*************************************************************************** 105/***************************************************************************
109 110
110/* Causes op to fork. op is the original bolt, tmp 111/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 112 * is the first piece of the fork.
112 */ 113 */
113 114
115void
114void forklightning(object *op, object *tmp) { 116forklightning (object *op, object *tmp)
117{
115 int new_dir=1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 119 int t_dir; /* stores temporary dir calculation */
117 mapstruct *m; 120 maptile *m;
118 sint16 sx,sy; 121 sint16 sx, sy;
119 object *new_bolt; 122 object *new_bolt;
120 123
121 /* pick a fork direction. tmp->stats.Con is the left bias 124 /* pick a fork direction. tmp->stats.Con is the left bias
122 * i.e., the chance in 100 of forking LEFT 125 * i.e., the chance in 100 of forking LEFT
123 * Should start out at 50, down to 25 for one already going left 126 * Should start out at 50, down to 25 for one already going left
124 * down to 0 for one going 90 degrees left off original path 127 * down to 0 for one going 90 degrees left off original path
125 */ 128 */
126 129
127 if(rndm(0, 99) < tmp->stats.Con) /* fork left */ 130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
128 new_dir = -1; 131 new_dir = -1;
129 132
130 /* check the new dir for a wall and in the map*/ 133 /* check the new dir for a wall and in the map */
131 t_dir = absdir(tmp->direction + new_dir); 134 t_dir = absdir (tmp->direction + new_dir);
132 135
133 if(get_map_flags(tmp->map,&m, tmp->x + freearr_x[t_dir],tmp->y + freearr_y[t_dir], 136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
134 &sx, &sy) & P_OUT_OF_MAP) 137 return;
135 return;
136 138
137 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) 139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 140 return;
139 141
140 /* OK, we made a fork */ 142 /* OK, we made a fork */
141 new_bolt = get_object(); 143 new_bolt = tmp->clone ();
142 144
143 copy_object(tmp,new_bolt);
144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->x=sx;
153 new_bolt->y=sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 155 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map(new_bolt,m,op,0); 156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face(new_bolt); 157 update_turn_face (new_bolt);
160} 158}
161 159
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 160/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 161 * and checks for various things that may stop it.
164 */ 162 */
165 163
164void
166void move_bolt(object *op) { 165move_bolt (object *op)
167 object *tmp; 166{
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 mapstruct *m; 169 maptile *m;
171 170
172 if(--(op->duration)<0) { 171 if (--op->duration < 0)
173 remove_ob(op);
174 free_object(op);
175 return;
176 } 172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map(op,0,op->attacktype,1); 177 hit_map (op, 0, op->attacktype, 1);
178 178
179 if(!op->direction) 179 if (!op->direction)
180 return;
181
182 if (--op->range<0) {
183 op->range=0;
184 } else {
185 x = op->x+DIRX(op);
186 y = op->y+DIRY(op);
187 m = op->map;
188 mflags = get_map_flags(m, &m, x, y, &x, &y);
189
190 if (mflags & P_OUT_OF_MAP) return;
191
192 /* We are about to run into something - we may bounce */
193 /* Calling reflwall is pretty costly, as it has to look at all the objects
194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful.
196 */
197 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) ||
198 ((mflags & P_IS_ALIVE) && reflwall(m, x, y, op))) {
199
200 if(!QUERY_FLAG(op, FLAG_REFLECTING))
201 return;
202
203 /* Since walls don't run diagonal, if the bolt is in
204 * one of 4 main directions, it just reflects back in the
205 * opposite direction. However, if the bolt is travelling
206 * on the diagonal, it is trickier - eg, a bolt travelling
207 * northwest bounces different if it hits a north/south
208 * wall (bounces to northeast) vs an east/west (bounces
209 * to the southwest.
210 */
211 if(op->direction&1)
212 op->direction=absdir(op->direction+4);
213 else {
214 int left, right;
215 int mflags;
216
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist.
221 */
222 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)],
223 op->y+freearr_y[absdir(op->direction-1)], &x, &y);
224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
226
227 mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)],
228 op->y+freearr_y[absdir(op->direction+1)], &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
230
231 if(left==right)
232 op->direction=absdir(op->direction+4);
233 else if(left)
234 op->direction=absdir(op->direction+2);
235 else if(right)
236 op->direction=absdir(op->direction-2);
237 }
238 update_turn_face(op); /* A bolt *must* be IS_TURNABLE */
239 return; 180 return;
240 }
241 else { /* Create a copy of this object and put it ahead */
242 tmp=get_object();
243 copy_object(op,tmp);
244 tmp->speed_left= -0.1;
245 tmp->x+=DIRX(tmp),tmp->y+=DIRY(tmp);
246 tmp = insert_ob_in_map(tmp,op->map,op,0);
247 /* To make up for the decrease at the top of the function */
248 tmp->duration++;
249 181
250 /* New forking code. Possibly create forks of this object 182 if (--op->range < 0)
251 * going off in other directions.
252 */
253
254 if(rndm(0, 99)< tmp->stats.Dex) { /* stats.Dex % of forking */
255 forklightning(op,tmp);
256 }
257 /* In this way, the object left behind sticks on the space, but
258 * doesn't create any bolts that continue to move onward.
259 */
260 op->range = 0; 183 op->range = 0;
261 } /* copy object and move it along */ 184 else
262 } /* if move bolt along */ 185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
263} 267}
264 268
265/* fire_bolt 269/* fire_bolt
266 * object op (cast from caster) files a bolt in dir. 270 * object op (cast from caster) files a bolt in dir.
267 * spob is the spell object for the bolt. 271 * spob is the spell object for the bolt.
268 * we remove the magic flag - that can be derived from 272 * we remove the magic flag - that can be derived from
269 * spob->attacktype. 273 * spob->attacktype.
270 * This function sets up the appropriate owner and skill 274 * This function sets up the appropriate owner and skill
271 * pointers. 275 * pointers.
272 */ 276 */
273 277int
274int fire_bolt(object *op,object *caster,int dir,object *spob, object *skill) { 278fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279{
275 object *tmp=NULL; 280 object *tmp = NULL;
276 int mflags; 281 int mflags;
277 282
278 if (!spob->other_arch) 283 if (!spob->other_arch)
279 return 0; 284 return 0;
280 285
281 tmp=arch_to_object(spob->other_arch); 286 tmp = arch_to_object (spob->other_arch);
282 if(tmp==NULL) 287 if (tmp == NULL)
283 return 0; 288 return 0;
284 289
285 /* peterm: level dependency for bolts */ 290 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
287 tmp->attacktype = spob->attacktype; 292 tmp->attacktype = spob->attacktype;
288 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
289 tmp->range = spob->range + SP_level_range_adjust(caster,spob); 295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
290 tmp->duration = spob->duration + SP_level_duration_adjust(caster,spob); 296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
291 tmp->stats.Dex = spob->stats.Dex; 297 tmp->stats.Dex = spob->stats.Dex;
292 tmp->stats.Con = spob->stats.Con; 298 tmp->stats.Con = spob->stats.Con;
293 299
294 tmp->direction=dir; 300 tmp->direction = dir;
295 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
296 SET_ANIMATION(tmp, dir); 302 SET_ANIMATION (tmp, dir);
297 303
298 set_owner(tmp,op); 304 tmp->set_owner (op);
299 set_spell_skill(op, caster, spob, tmp); 305 set_spell_skill (op, caster, spob, tmp);
300 306
301 tmp->x=op->x + DIRX(tmp); 307 tmp->x = op->x + DIRX (tmp);
302 tmp->y=op->y + DIRY(tmp); 308 tmp->y = op->y + DIRY (tmp);
303 tmp->map = op->map; 309 tmp->map = op->map;
304 310
311 maptile *newmap;
305 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
306 if (mflags & P_OUT_OF_MAP) { 313 if (mflags & P_OUT_OF_MAP)
307 free_object(tmp);
308 return 0;
309 } 314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
310 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
311 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
312 free_object(tmp); 324 {
325 tmp->destroy ();
313 return 0; 326 return 0;
314 } 327 }
315 tmp->x=op->x; 328
316 tmp->y=op->y; 329 tmp->x = op->x;
330 tmp->y = op->y;
317 tmp->direction=absdir(tmp->direction+4); 331 tmp->direction = absdir (tmp->direction + 4);
318 tmp->map = op->map; 332 tmp->map = op->map;
319 } 333 }
320 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) 334
335 if ((tmp = tmp->insert_at (tmp, op)))
321 move_bolt (tmp); 336 move_bolt (tmp);
337
322 return 1; 338 return 1;
323} 339}
324
325
326 340
327/*************************************************************************** 341/***************************************************************************
328 * 342 *
329 * BULLET/BALL CODE 343 * BULLET/BALL CODE
330 * 344 *
331 ***************************************************************************/ 345 ***************************************************************************/
332 346
333/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
334 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
335 * At least that is what I think this does. 349 * At least that is what I think this does.
336 */ 350 */
351void
337void explosion(object *op) { 352explosion (object *op)
338 object *tmp; 353{
339 mapstruct *m=op->map; 354 maptile *m = op->map;
340 int i; 355 int i;
341 356
342 if(--(op->duration)<0) { 357 if (--op->duration < 0)
343 remove_ob(op);
344 free_object(op);
345 return;
346 } 358 {
359 op->destroy ();
360 return;
361 }
362
347 hit_map(op,0,op->attacktype,0); 363 hit_map (op, 0, op->attacktype, 0);
348 364
349 if(op->range>0) { 365 if (op->range > 0)
350 for(i=1;i<9;i++) { 366 {
367 for (i = 1; i < 9; i++)
368 {
351 sint16 dx,dy; 369 sint16 dx, dy;
352 370
353 dx=op->x+freearr_x[i]; 371 dx = op->x + freearr_x[i];
354 dy=op->y+freearr_y[i]; 372 dy = op->y + freearr_y[i];
373
355 /* ok_to_put_more already does things like checks for walls, 374 /* ok_to_put_more already does things like checks for walls,
356 * out of map, etc. 375 * out of map, etc.
357 */ 376 */
358 if(ok_to_put_more(op->map,dx,dy,op,op->attacktype)) { 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
359 tmp=get_object(); 378 {
360 copy_object(op,tmp); 379 object *tmp = op->clone ();
361 tmp->state=0; 380
362 tmp->speed_left= -0.21; 381 tmp->state = 0;
363 tmp->range--; 382 tmp->speed_left = -0.21f;
364 tmp->value=0; 383 tmp->range--;
365 tmp->x=dx; 384 tmp->value = 0;
366 tmp->y=dy; 385
367 insert_ob_in_map(tmp,m,op,0); 386 m->insert (tmp, dx, dy, op);
387 }
388 }
368 } 389 }
369 }
370 }
371} 390}
372
373 391
374/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
375 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
376 * explode. 394 * explode.
377 */ 395 */
396void
378void explode_bullet(object *op) 397explode_bullet (object *op)
379{ 398{
380 tag_t op_tag = op->count;
381 object *tmp, *owner; 399 object *tmp, *owner;
382 400
383 if (op->other_arch == NULL) { 401 if (op->other_arch == NULL)
402 {
384 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
385 remove_ob (op); 404 op->destroy ();
386 free_object (op); 405 return;
387 return;
388 } 406 }
389 407
390 if (op->env) { 408 if (op->env)
391 object *env; 409 {
410 object *env = op->outer_env ();
392 411
393 env = object_get_env_recursive(op);
394 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) { 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 {
395 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
396 remove_ob (op); 415 op->destroy ();
397 free_object (op);
398 return; 416 return;
399 } 417 }
400 remove_ob (op); 418
401 op->x = env->x; 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
402 op->y = env->y; 420 }
403 insert_ob_in_map(op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
404 } else if (out_of_map (op->map, op->x, op->y)) { 421 else if (out_of_map (op->map, op->x, op->y))
422 {
405 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
406 remove_ob (op); 424 op->destroy ();
407 free_object (op); 425 return;
408 return;
409 } 426 }
410 427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this.
411 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE_MAP) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
412 { 432 {
413 remove_ob (op); 433 op->destroy ();
414 free_object (op); 434 return;
435 }
436
437 if (op->attacktype)
438 {
439 hit_map (op, 0, op->attacktype, 1);
440 if (op->destroyed ())
415 return; 441 return;
416 } 442 }
417 443
418 if (op->attacktype) {
419 hit_map (op, 0, op->attacktype, 1);
420 if (was_destroyed (op, op_tag))
421 return;
422 }
423
424 /* other_arch contains what this explodes into */ 444 /* other_arch contains what this explodes into */
425 tmp = arch_to_object (op->other_arch); 445 tmp = arch_to_object (op->other_arch);
426 446
427 copy_owner (tmp, op); 447 tmp->set_owner (op);
428 if (tmp->skill) FREE_AND_CLEAR_STR(tmp->skill); 448 tmp->skill = op->skill;
429 if (op->skill) tmp->skill = add_refcount(op->skill);
430 449
431 owner = get_owner(op); 450 owner = op->owner;
451
432 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && 452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
433 !tailor_god_spell(tmp, owner)) {
434 remove_ob (op);
435 free_object (op);
436 return;
437 } 453 {
438 tmp->x = op->x; 454 op->destroy ();
439 tmp->y = op->y; 455 return;
456 }
440 457
441 /* special for bombs - it actually has sane values for these */ 458 /* special for bombs - it actually has sane values for these */
442 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) { 459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
460 {
443 tmp->attacktype = op->attacktype; 461 tmp->attacktype = op->attacktype;
444 tmp->range = op->range; 462 tmp->range = op->range;
445 tmp->stats.dam = op->stats.dam; 463 tmp->stats.dam = op->stats.dam;
446 tmp->duration = op->duration; 464 tmp->duration = op->duration;
447 } else { 465 }
448 if (op->attacktype & AT_MAGIC) tmp->attacktype|=AT_MAGIC; 466 else
467 {
468 if (op->attacktype & AT_MAGIC)
469 tmp->attacktype |= AT_MAGIC;
470
449 /* Spell doc describes what is going on here */ 471 /* Spell doc describes what is going on here */
450 tmp->stats.dam = op->dam_modifier; 472 tmp->stats.dam = op->dam_modifier;
451 tmp->range = op->stats.maxhp; 473 tmp->range = op->stats.maxhp;
452 tmp->duration = op->stats.hp; 474 tmp->duration = op->stats.hp;
453 /* Used for spell tracking - just need a unique val for this spell - 475 /* Used for spell tracking - just need a unique val for this spell -
454 * the count of the parent should work fine. 476 * the count of the parent should work fine.
455 */ 477 */
456 tmp->stats.maxhp = op->count; 478 tmp->stats.maxhp = op->count;
457 } 479 }
458 480
459 /* Set direction of cone explosion */ 481 /* Set direction of cone explosion */
460 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE) 482 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
461 tmp->stats.sp = op->direction; 483 tmp->stats.sp = op->direction;
462 484
463 /* Prevent recursion */ 485 /* Prevent recursion */
464 op->move_on = 0; 486 op->move_on = 0;
465 487
466 insert_ob_in_map(tmp, op->map, op, 0); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
467 /* remove the firebullet */ 491 /* remove the firebullet */
468 if ( ! was_destroyed (op, op_tag)) { 492 op->destroy ();
469 remove_ob (op);
470 free_object (op);
471 }
472} 493}
473
474
475 494
476/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
477 * (eg, explode, damage player, etc) 496 * (eg, explode, damage player, etc)
478 */ 497 */
479 498void
480void check_bullet(object *op) 499check_bullet (object *op)
481{ 500{
482 tag_t op_tag = op->count, tmp_tag;
483 object *tmp; 501 object *tmp;
484 int dam, mflags; 502 int dam, mflags;
485 mapstruct *m; 503 maptile *m;
486 sint16 sx, sy; 504 sint16 sx, sy;
487 505
488 mflags = get_map_flags(op->map,&m, op->x, op->y, &sx, &sy); 506 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
489 507
490 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) 508 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
491 return; 509 return;
492 510
493 if (op->other_arch) { 511 if (op->other_arch)
512 {
494 /* explode object will also remove op */ 513 /* explode object will also remove op */
495 explode_bullet (op); 514 explode_bullet (op);
496 return; 515 return;
497 } 516 }
498 517
499 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
500 if (!(mflags & P_IS_ALIVE)) return; 519 if (!(mflags & P_IS_ALIVE))
520 return;
501 521
502 for (tmp = get_map_ob (op->map,op->x,op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
503 { 523 {
504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) { 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
505 tmp_tag = tmp->count; 525 {
506 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
507 if (was_destroyed (op, op_tag) || ! was_destroyed (tmp, tmp_tag) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
508 || (op->stats.dam -= dam) < 0)
509 { 528 {
510 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 529 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 remove_ob (op); 530 {
512 free_object(op); 531 op->destroy ();
513 return; 532 return;
514 } 533 }
515 } 534 }
516 } 535 }
517 } 536 }
518} 537}
519
520 538
521/* Basically, we move 'op' one square, and if it hits something, 539/* Basically, we move 'op' one square, and if it hits something,
522 * call check_bullet. 540 * call check_bullet.
523 * This function is only applicable to bullets, but not to all 541 * This function is only applicable to bullets, but not to all
524 * fired arches (eg, bolts). 542 * fired arches (eg, bolts).
525 */ 543 */
526 544void
527void move_bullet(object *op) 545move_bullet (object *op)
528{ 546{
529 sint16 new_x, new_y; 547 sint16 new_x, new_y;
530 int mflags; 548 int mflags;
531 mapstruct *m; 549 maptile *m;
532 550
533#if 0 551#if 0
534 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
535 553
536 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
537 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
538 if(op->stats.sp == SP_METEOR) { 556 if (op->stats.sp == SP_METEOR)
557 {
539 replace_insert_ob_in_map("fire_trail",op); 558 replace_insert_ob_in_map ("fire_trail", op);
540 if (was_destroyed (op, op_tag)) 559 if (op->destroyed ())
541 return; 560 return;
542 } /* end addition. */ 561 } /* end addition. */
543#endif 562#endif
544 563
545 /* Reached the end of its life - remove it */ 564 /* Reached the end of its life - remove it */
546 if (--op->range <=0) { 565 if (--op->range <= 0)
566 {
547 if (op->other_arch) { 567 if (op->other_arch)
548 explode_bullet (op); 568 explode_bullet (op);
549 } else { 569 else
550 remove_ob (op); 570 op->destroy ();
551 free_object (op); 571
552 }
553 return; 572 return;
554 } 573 }
555 574
556 new_x = op->x + DIRX(op); 575 new_x = op->x + DIRX (op);
557 new_y = op->y + DIRY(op); 576 new_y = op->y + DIRY (op);
558 m = op->map; 577 m = op->map;
559 mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); 578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
560 579
561 if (mflags & P_OUT_OF_MAP) { 580 if (mflags & P_OUT_OF_MAP)
562 remove_ob (op); 581 {
563 free_object (op); 582 op->destroy ();
564 return; 583 return;
565 } 584 }
566 585
567 if ( ! op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { 586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
587 {
568 if (op->other_arch) { 588 if (op->other_arch)
569 explode_bullet (op); 589 explode_bullet (op);
570 } else { 590 else
571 remove_ob (op); 591 op->destroy ();
572 free_object (op); 592
573 }
574 return; 593 return;
575 } 594 }
576 595
577 remove_ob (op); 596 if (!(op = m->insert (op, new_x, new_y, op)))
578 op->x = new_x;
579 op->y = new_y;
580 if ((op = insert_ob_in_map (op, m, op,0)) == NULL)
581 return; 597 return;
582 598
583 if (reflwall (op->map, op->x, op->y, op)) { 599 if (reflwall (op->map, op->x, op->y, op))
600 {
584 op->direction = absdir (op->direction + 4); 601 op->direction = absdir (op->direction + 4);
585 update_turn_face (op); 602 update_turn_face (op);
586 } else { 603 }
604 else
587 check_bullet (op); 605 check_bullet (op);
588 }
589} 606}
590
591
592
593 607
594/* fire_bullet 608/* fire_bullet
595 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
596 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
597 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
598 * spob->attacktype. 612 * spob->attacktype.
599 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
600 * pointers. 614 * pointers.
601 */ 615 */
602 616int
603int fire_bullet(object *op,object *caster,int dir,object *spob) { 617fire_bullet (object *op, object *caster, int dir, object *spob)
618{
604 object *tmp=NULL; 619 object *tmp = NULL;
605 int mflags; 620 int mflags;
606 621
607 if (!spob->other_arch) 622 if (!spob->other_arch)
608 return 0; 623 return 0;
609 624
610 tmp=arch_to_object(spob->other_arch); 625 tmp = arch_to_object (spob->other_arch);
611 if(tmp==NULL) 626 if (tmp == NULL)
612 return 0; 627 return 0;
613 628
614 /* peterm: level dependency for bolts */ 629 /* peterm: level dependency for bolts */
615 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust(caster,spob); 630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
616 tmp->attacktype = spob->attacktype; 631 tmp->attacktype = spob->attacktype;
617 if (spob->slaying) tmp->slaying = add_refcount(spob->slaying); 632 if (spob->slaying)
633 tmp->slaying = spob->slaying;
618 634
619 tmp->range = 50; 635 tmp->range = 50;
620 636
621 /* Need to store duration/range for the ball to use */ 637 /* Need to store duration/range for the ball to use */
622 tmp->stats.hp = spob->duration + SP_level_duration_adjust(caster,spob); 638 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
623 tmp->stats.maxhp = spob->range + SP_level_range_adjust(caster,spob); 639 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
624 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust(caster,spob); 640 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
625 641
626 tmp->direction=dir; 642 tmp->direction = dir;
627 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 643 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
628 SET_ANIMATION(tmp, dir); 644 SET_ANIMATION (tmp, dir);
629 645
630 set_owner(tmp,op); 646 tmp->set_owner (op);
631 set_spell_skill(op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
632 648
633 tmp->x=op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
634 tmp->y=op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
635 tmp->map = op->map; 651 tmp->map = op->map;
636 652
653 maptile *newmap;
637 mflags = get_map_flags(tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
638 if (mflags & P_OUT_OF_MAP) { 655 if (mflags & P_OUT_OF_MAP)
639 free_object(tmp);
640 return 0;
641 } 656 {
657 tmp->destroy ();
658 return 0;
659 }
660
661 tmp->map = newmap;
662
642 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) { 663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 {
643 if(!QUERY_FLAG(tmp, FLAG_REFLECTING)) { 665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
644 free_object(tmp); 666 {
667 tmp->destroy ();
645 return 0; 668 return 0;
646 } 669 }
647 tmp->x=op->x; 670
648 tmp->y=op->y; 671 tmp->x = op->x;
672 tmp->y = op->y;
649 tmp->direction=absdir(tmp->direction+4); 673 tmp->direction = absdir (tmp->direction + 4);
650 tmp->map = op->map; 674 tmp->map = op->map;
651 } 675 }
652 if ((tmp = insert_ob_in_map(tmp,tmp->map,op,0)) != NULL) { 676
677 if ((tmp = tmp->insert_at (tmp, op)))
653 check_bullet (tmp); 678 check_bullet (tmp);
654 } 679
655 return 1; 680 return 1;
656} 681}
657
658
659
660 682
661/***************************************************************************** 683/*****************************************************************************
662 * 684 *
663 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
664 * 686 *
665 *****************************************************************************/ 687 *****************************************************************************/
666 688
667
668/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
690void
669void cone_drop(object *op) { 691cone_drop (object *op)
692{
670 object *new_ob = arch_to_object(op->other_arch); 693 object *new_ob = arch_to_object (op->other_arch);
671 694
672 new_ob->x = op->x;
673 new_ob->y = op->y;
674 new_ob->level = op->level; 695 new_ob->level = op->level;
675 set_owner(new_ob,op->owner); 696 new_ob->set_owner (op->owner);
676 697
677 /* preserve skill ownership */ 698 /* preserve skill ownership */
678 if(op->skill && op->skill != new_ob->skill) { 699 if (op->skill && op->skill != new_ob->skill)
679 if (new_ob->skill) free_string(new_ob->skill); 700 new_ob->skill = op->skill;
680 new_ob->skill = add_refcount(op->skill); 701
681 } 702 new_ob->insert_at (op, op);
682 insert_ob_in_map(new_ob,op->map,op,0);
683
684} 703}
685 704
686/* move_cone: causes cone object 'op' to move a space/hit creatures */ 705/* move_cone: causes cone object 'op' to move a space/hit creatures */
687 706
707void
688void move_cone(object *op) { 708move_cone (object *op)
709{
689 int i; 710 int i;
690 tag_t tag;
691 711
692 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
693 if (! op->map) { 713 if (!op->map)
694 LOG(llevError,"Tried to move_cone object %s without a map.\n",
695 op->name ? op->name : "unknown");
696 op->speed = 0;
697 update_ob_speed (op);
698 return;
699 } 714 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0);
717 return;
718 }
700 719
701 /* lava saves it's life, but not yours :) */ 720 /* lava saves it's life, but not yours :) */
702 if (QUERY_FLAG(op, FLAG_LIFESAVE)) { 721 if (QUERY_FLAG (op, FLAG_LIFESAVE))
722 {
703 hit_map(op,0,op->attacktype,0); 723 hit_map (op, 0, op->attacktype, 0);
704 return; 724 return;
705 } 725 }
706 726
707#if 0 727#if 0
708 /* Disable this - enabling it makes monsters easier, as 728 /* Disable this - enabling it makes monsters easier, as
709 * when their cone dies when they die. 729 * when their cone dies when they die.
710 */ 730 */
711 /* If no owner left, the spell dies out. */ 731 /* If no owner left, the spell dies out. */
712 if(get_owner(op)==NULL) { 732 if (op->owner == NULL)
713 remove_ob(op); 733 {
714 free_object(op); 734 op->destroy ();
715 return; 735 return;
716 } 736 }
717#endif 737#endif
718 738
719 tag = op->count;
720 hit_map(op,0,op->attacktype,0); 739 hit_map (op, 0, op->attacktype, 0);
721 740
722 /* Check to see if we should push anything. 741 /* Check to see if we should push anything.
723 * Spell objects with weight push whatever they encounter to some 742 * Spell objects with weight push whatever they encounter to some
724 * degree. 743 * degree.
725 */ 744 */
745 if (op->weight)
726 if(op->weight) check_spell_knockback(op); 746 check_spell_knockback (op);
727 747
728 if (was_destroyed (op, tag)) 748 if (op->destroyed ())
749 return;
750
751 if ((op->duration--) < 0)
752 {
753 op->destroy ();
729 return; 754 return;
730
731 if((op->duration--)<0) {
732 remove_ob(op);
733 free_object(op);
734 return;
735 } 755 }
736 /* Object has hit maximum range, so don't have it move 756 /* Object has hit maximum range, so don't have it move
737 * any further. When the duration above expires, 757 * any further. When the duration above expires,
738 * then the object will get removed. 758 * then the object will get removed.
739 */ 759 */
740 if (--op->range < 0) { 760 if (--op->range < 0)
741 op->range=0; /* just so it doesn't wrap */
742 return;
743 } 761 {
762 op->range = 0; /* just so it doesn't wrap */
763 return;
764 }
744 765
745 for(i= -1;i<2;i++) { 766 for (i = -1; i < 2; i++)
746 sint16 x=op->x+freearr_x[absdir(op->stats.sp+i)], 767 {
747 y=op->y+freearr_y[absdir(op->stats.sp+i)]; 768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
748 769
749 if(ok_to_put_more(op->map,x,y,op,op->attacktype)) { 770 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
750 object *tmp=get_object(); 771 {
751 copy_object(op, tmp); 772 object *tmp = op->clone ();
752 tmp->x=x;
753 tmp->y=y;
754 773
755 tmp->duration = op->duration + 1; 774 tmp->duration = op->duration + 1;
756 775
757 /* Use for spell tracking - see ok_to_put_more() */ 776 /* Use for spell tracking - see ok_to_put_more() */
758 tmp->stats.maxhp = op->stats.maxhp; 777 tmp->stats.maxhp = op->stats.maxhp;
759 insert_ob_in_map(tmp,op->map,op,0); 778
760 if (tmp->other_arch) cone_drop(tmp); 779 op->map->insert (tmp, x, y, op);
761 } 780
781 if (tmp->other_arch)
782 cone_drop (tmp);
783 }
762 } 784 }
763} 785}
764 786
765/* cast_cone: casts a cone spell. 787/* cast_cone: casts a cone spell.
766 * op: person firing the object. 788 * op: person firing the object.
768 * dir: direction to fire in. 790 * dir: direction to fire in.
769 * spell: spell that is being fired. It uses other_arch for the archetype 791 * spell: spell that is being fired. It uses other_arch for the archetype
770 * to fire. 792 * to fire.
771 * returns 0 on failure, 1 on success. 793 * returns 0 on failure, 1 on success.
772 */ 794 */
795int
773int cast_cone(object *op, object *caster,int dir, object *spell) 796cast_cone (object *op, object *caster, int dir, object *spell)
774{ 797{
775 object *tmp; 798 object *tmp;
776 int i,success=0,range_min= -1,range_max=1; 799 int i, success = 0, range_min = -1, range_max = 1;
777 mapstruct *m; 800 maptile *m;
778 sint16 sx, sy; 801 sint16 sx, sy;
779 MoveType movetype; 802 MoveType movetype;
780 803
781 if (!spell->other_arch) return 0; 804 if (!spell->other_arch)
782
783 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_UNDEAD) &&
784 op->attacktype & AT_TURN_UNDEAD) {
785 new_draw_info(NDI_UNIQUE, 0,op,
786 "Your undead nature prevents you from turning undead!");
787 return 0; 805 return 0;
806
807 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
788 } 808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
810 return 0;
811 }
789 812
790 if(!dir) { 813 if (!dir)
791 range_min= 0;
792 range_max=8;
793 } 814 {
815 range_min = 0;
816 range_max = 8;
817 }
794 818
795 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
796 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
797 * insert it into is blocked. 821 * insert it into is blocked.
798 */ 822 */
799 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
800 824
801 for(i=range_min;i<=range_max;i++) { 825 for (i = range_min; i <= range_max; i++)
826 {
802 sint16 x,y, d; 827 sint16 x, y, d;
803 828
804 /* We can't use absdir here, because it never returns 829 /* We can't use absdir here, because it never returns
805 * 0. If this is a rune, we want to hit the person on top 830 * 0. If this is a rune, we want to hit the person on top
806 * of the trap (d==0). If it is not a rune, then we don't want 831 * of the trap (d==0). If it is not a rune, then we don't want
807 * to hit that person. 832 * to hit that person.
808 */ 833 */
809 d = dir + i; 834 d = dir + i;
810 while (d < 0) d+=8; 835 while (d < 0)
811 while (d > 8) d-=8; 836 d += 8;
837 while (d > 8)
838 d -= 8;
812 839
813 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
814 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
815 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
816 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
817 * becase 0 direction will go through 9 directions - necessary 844 * becase 0 direction will go through 9 directions - necessary
818 * for the rune code. 845 * for the rune code.
819 */ 846 */
820 if (caster->type != RUNE && d==0) { 847 if (caster->type != RUNE && d == 0)
821 if (dir!=0) d=8; 848 {
822 else continue; 849 if (dir != 0)
823 } 850 d = 8;
851 else
852 continue;
853 }
824 854
825 x = op->x+freearr_x[d]; 855 x = op->x + freearr_x[d];
826 y = op->y+freearr_y[d]; 856 y = op->y + freearr_y[d];
827 857
828 if(get_map_flags(op->map, &m, x,y, &sx, &sy) & P_OUT_OF_MAP) 858 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
829 continue; 859 continue;
830 860
831 if ((movetype & GET_MAP_MOVE_BLOCK(m, sx, sy)) == movetype) 861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
832 continue; 862 continue;
833 863
834 success=1; 864 success = 1;
835 tmp=arch_to_object(spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
836 set_owner(tmp,op); 866 tmp->set_owner (op);
837 set_spell_skill(op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
838 tmp->level = caster_level (caster, spell); 868 tmp->level = caster_level (caster, spell);
839 tmp->x = sx;
840 tmp->y = sy;
841 tmp->attacktype=spell->attacktype; 869 tmp->attacktype = spell->attacktype;
842 870
843 /* holy word stuff */ 871 /* holy word stuff */
844 if((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) { 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
845 if(!tailor_god_spell(tmp,op)) return 0; 873 if (!tailor_god_spell (tmp, op))
846 } 874 return 0;
847 875
848 if(dir) 876 if (dir)
849 tmp->stats.sp=dir; 877 tmp->stats.sp = dir;
850 else 878 else
851 tmp->stats.sp=i; 879 tmp->stats.sp = i;
852 880
853 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 881 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
854 882
855 /* If casting it in all directions, it doesn't go as far */ 883 /* If casting it in all directions, it doesn't go as far */
856 if (dir == 0) { 884 if (dir == 0)
885 {
857 tmp->range /= 4; 886 tmp->range /= 4;
858 if (tmp->range < 2 && spell->range >=2) tmp->range = 2; 887 if (tmp->range < 2 && spell->range >= 2)
859 } 888 tmp->range = 2;
889 }
890
860 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 891 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
861 tmp->duration=spell->duration + SP_level_duration_adjust(caster,spell); 892 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
862 893
863 /* Special bonus for fear attacks */ 894 /* Special bonus for fear attacks */
864 if (tmp->attacktype & AT_FEAR) { 895 if (tmp->attacktype & AT_FEAR)
865 if (caster->type == PLAYER) tmp->duration += fear_bonus[caster->stats.Cha]; 896 {
866 else 897 if (caster->type == PLAYER)
898 tmp->duration += fear_bonus[caster->stats.Cha];
899 else
867 tmp->duration += caster->level/3; 900 tmp->duration += caster->level / 3;
868 } 901 }
902
869 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD)) { 903 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
870 if (caster->type == PLAYER) tmp->duration += turn_bonus[caster->stats.Wis]/5; 904 {
871 else 905 if (caster->type == PLAYER)
906 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
907 else
872 tmp->duration += caster->level/3; 908 tmp->duration += caster->level / 3;
873 } 909 }
874 910
875
876 if ( !(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
877 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
878 spell->other_arch->name);
879 913
880 if (!tmp->move_on && tmp->stats.dam) { 914 if (!tmp->move_on && tmp->stats.dam)
881 LOG (llevDebug, 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
882 "cast_cone(): arch %s doesn't have move_on set\n",
883 spell->other_arch->name);
884 }
885 insert_ob_in_map(tmp,m,op,0);
886 916
917 m->insert (tmp, sx, sy, op);
918
887 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
888 * a single space too many times. 920 * a single space too many times.
889 */ 921 */
890 tmp->stats.maxhp = tmp->count; 922 tmp->stats.maxhp = tmp->count;
891 923
892 if(tmp->other_arch) cone_drop(tmp); 924 if (tmp->other_arch)
925 cone_drop (tmp);
893 } 926 }
927
894 return success; 928 return success;
895} 929}
896 930
897/**************************************************************************** 931/****************************************************************************
898 * 932 *
899 * BOMB related code 933 * BOMB related code
900 * 934 *
901 ****************************************************************************/ 935 ****************************************************************************/
902 936
903
904/* This handles an exploding bomb. 937/* This handles an exploding bomb.
905 * op is the original bomb object. 938 * op is the original bomb object.
906 */ 939 */
940void
907void animate_bomb(object *op) { 941animate_bomb (object *op)
908 int i; 942{
909 object *env, *tmp;
910 archetype *at;
911
912 if(op->state!=NUM_ANIMATIONS(op)-1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
913 return; 944 return;
914 945
915 env = object_get_env_recursive(op); 946 object *env = op->outer_env ();
916 947
917 if (op->env) { 948 if (op->env)
949 {
918 if (env->map == NULL) 950 if (env->map == NULL)
919 return; 951 return;
920 952
921 if (env->type == PLAYER) 953 if (env->type == PLAYER)
922 esrv_del_item(env->contr, op->count); 954 esrv_del_item (env->contr, op->count);
923 955
924 remove_ob(op); 956 if (!(op = op->insert_at (env, op)))
925 op->x = env->x; 957 return;
926 op->y = env->y; 958 }
927 if ((op = insert_ob_in_map (op, env->map, op,0)) == NULL) 959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
928 return; 966 return;
929 } 967 }
930 968
931 /* This copies a lot of the code from the fire bullet, 969 /* This copies a lot of the code from the fire bullet,
932 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
933 * so just set up the appropriate values. 971 * so just set up the appropriate values.
934 */ 972 */
935 at = find_archetype(SPLINT); 973 if (archetype *at = archetype::find (SPLINT))
936 if (at) { 974 {
937 for(i=1;i<9;i++) { 975 for (int i = 1; i < 9; i++)
976 {
938 if (out_of_map(op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
939 continue; 978 continue;
940 tmp = arch_to_object(at); 979
980 object *tmp = arch_to_object (at);
941 tmp->direction = i; 981 tmp->direction = i;
942 tmp->range = op->range; 982 tmp->range = op->range;
943 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
944 tmp->duration = op->duration; 984 tmp->duration = op->duration;
945 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
946 copy_owner (tmp, op); 986 tmp->set_owner (op);
947 if(op->skill && op->skill != tmp->skill) { 987 if (op->skill && op->skill != tmp->skill)
948 if (tmp->skill) free_string(tmp->skill); 988 tmp->skill = op->skill;
949 tmp->skill = add_refcount(op->skill); 989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
950 } 996 }
951 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
952 SET_ANIMATION(tmp, i);
953 tmp->x = op->x + freearr_x[i];
954 tmp->y = op->y + freearr_x[i];
955 insert_ob_in_map(tmp, op->map, op, 0);
956 move_bullet(tmp);
957 }
958 }
959 997
960 explode_bullet(op); 998 explode_bullet (op);
961} 999}
962 1000
1001int
963int create_bomb(object *op,object *caster,int dir, object *spell) { 1002create_bomb (object *op, object *caster, int dir, object *spell)
1003{
964 1004
965 object *tmp; 1005 object *tmp;
966 int mflags; 1006 int mflags;
967 sint16 dx=op->x+freearr_x[dir], dy=op->y+freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
968 mapstruct *m; 1008 maptile *m;
969 1009
970 mflags = get_map_flags(op->map, &m, dx,dy, &dx,&dy); 1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
971 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK(m, dx, dy) & MOVE_WALK)) { 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
972 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0; 1014 return 0;
974 } 1015 }
975 tmp=arch_to_object(spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
976 1017
977 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
978 tmp->range=spell->range + SP_level_range_adjust(caster,spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
979 tmp->stats.dam=spell->stats.dam + SP_level_dam_adjust(caster,spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
980 tmp->duration = spell->duration + SP_level_duration_adjust(caster,spell); 1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
981 tmp->attacktype = spell->attacktype; 1022 tmp->attacktype = spell->attacktype;
982 1023
983 set_owner(tmp,op); 1024 tmp->set_owner (op);
984 set_spell_skill(op, caster, spell, tmp); 1025 set_spell_skill (op, caster, spell, tmp);
985 tmp->x=dx; 1026
986 tmp->y=dy; 1027 m->insert (tmp, dx, dy, op);
987 insert_ob_in_map(tmp,m,op,0);
988 return 1; 1028 return 1;
989} 1029}
990 1030
991/**************************************************************************** 1031/****************************************************************************
992 * 1032 *
993 * smite related spell code. 1033 * smite related spell code.
1001 * dir is the direction to look in. 1041 * dir is the direction to look in.
1002 * range is how far out to look. 1042 * range is how far out to look.
1003 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1004 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1005 */ 1045 */
1006 1046object *
1007object *get_pointed_target(object *op, int dir, int range, int type) { 1047get_pointed_target (object *op, int dir, int range, int type)
1048{
1008 object *target; 1049 object *target;
1009 sint16 x,y; 1050 sint16 x, y;
1010 int dist, mflags; 1051 int dist, mflags;
1011 mapstruct *mp; 1052 maptile *mp;
1012 1053
1013 if (dir==0) return NULL; 1054 if (dir == 0)
1014
1015 for (dist=1; dist<range; dist++) {
1016 x = op->x + freearr_x[dir] * dist;
1017 y = op->y + freearr_y[dir] * dist;
1018 mp = op->map;
1019 mflags = get_map_flags(op->map, &mp, x, y, &x, &y);
1020
1021 if (mflags & P_OUT_OF_MAP) return NULL;
1022 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC)) return NULL;
1023 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC)) return NULL;
1024 if (GET_MAP_MOVE_BLOCK(mp, x, y) & MOVE_FLY_LOW) return NULL;
1025
1026 if (mflags & P_IS_ALIVE) {
1027 for(target=get_map_ob(mp,x,y); target; target=target->above) {
1028 if(QUERY_FLAG(target->head?target->head:target,FLAG_MONSTER)) {
1029 return target;
1030 }
1031 }
1032 }
1033 }
1034 return NULL; 1055 return NULL;
1035}
1036 1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080}
1037 1081
1038/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1039 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1040 * usual params - 1084 * usual params -
1041 * op = player 1085 * op = player
1042 * caster = object casting the spell. 1086 * caster = object casting the spell.
1043 * dir = direction being cast 1087 * dir = direction being cast
1044 * spell = spell object 1088 * spell = spell object
1045 */ 1089 */
1046 1090int
1047int cast_smite_spell (object *op, object *caster,int dir, object *spell) { 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092{
1048 object *effect, *target; 1093 object *effect, *target;
1049 object *god = find_god(determine_god(op)); 1094 object *god = find_god (determine_god (op));
1050 int range; 1095 int range;
1051 1096
1052 range = spell->range + SP_level_range_adjust(caster,spell); 1097 range = spell->range + SP_level_range_adjust (caster, spell);
1053 target = get_pointed_target(op,dir, 50, spell->stats.grace?SPELL_GRACE:SPELL_MANA); 1098 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1054 1099
1055 /* Bunch of conditions for casting this spell. Note that only 1100 /* Bunch of conditions for casting this spell. Note that only
1056 * require a god if this is a cleric spell (requires grace). 1101 * require a god if this is a cleric spell (requires grace).
1057 * This makes this spell much more general purpose - it can be used 1102 * This makes this spell much more general purpose - it can be used
1058 * by wizards also, which is good, because I think this is a very 1103 * by wizards also, which is good, because I think this is a very
1059 * interesting spell. 1104 * interesting spell.
1060 * if it is a cleric spell, you need a god, and the creature 1105 * if it is a cleric spell, you need a god, and the creature
1061 * can't be friendly to your god. 1106 * can't be friendly to your god.
1062 */ 1107 */
1063 1108
1064 if(!target || QUERY_FLAG(target,FLAG_REFL_SPELL) 1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1065 ||(!god && spell->stats.grace) 1110 || (!god && spell->stats.grace)
1066 ||(target->title && god && !strcmp(target->title,god->name)) 1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1067 ||(target->race && god && strstr(target->race,god->race))) { 1112 {
1068 new_draw_info(NDI_UNIQUE,0,op,"Your request is unheeded."); 1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1069 return 0; 1114 return 0;
1070 } 1115 }
1071 1116
1072 if (spell->other_arch) 1117 if (spell->other_arch)
1073 effect = arch_to_object(spell->other_arch); 1118 effect = arch_to_object (spell->other_arch);
1074 else 1119 else
1075 return 0; 1120 return 0;
1076 1121
1077 /* tailor the effect by priest level and worshipped God */ 1122 /* tailor the effect by priest level and worshipped God */
1078 effect->level = caster_level (caster, spell); 1123 effect->level = caster_level (caster, spell);
1079 effect->attacktype = spell->attacktype; 1124 effect->attacktype = spell->attacktype;
1080 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { 1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 {
1081 if(tailor_god_spell(effect,op)) 1127 if (tailor_god_spell (effect, op))
1082 new_draw_info_format(NDI_UNIQUE,0,op, 1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1083 "%s answers your call!",determine_god(op));
1084 else { 1129 else
1130 {
1085 new_draw_info(NDI_UNIQUE,0,op,"Your request is ignored."); 1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1086 return 0; 1132 return 0;
1087 } 1133 }
1088 } 1134 }
1089 1135
1090 /* size of the area of destruction */ 1136 /* size of the area of destruction */
1091 effect->range=spell->range + 1137 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1092 SP_level_range_adjust(caster,spell); 1138 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1093 effect->duration=spell->duration +
1094 SP_level_range_adjust(caster,spell);
1095 1139
1096 if (effect->attacktype & AT_DEATH) { 1140 if (effect->attacktype & AT_DEATH)
1097 effect->level=spell->stats.dam + 1141 {
1098 SP_level_dam_adjust(caster,spell); 1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1099 1143
1100 /* casting death spells at undead isn't a good thing */ 1144 /* casting death spells at undead isn't a good thing */
1101 if QUERY_FLAG(target, FLAG_UNDEAD) { 1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 {
1102 if(random_roll(0, 2, op, PREFER_LOW)) { 1147 if (random_roll (0, 2, op, PREFER_LOW))
1148 {
1103 new_draw_info(NDI_UNIQUE,0,op,"Idiot! Your spell boomerangs!"); 1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1104 effect->x=op->x; 1150 effect->x = op->x;
1105 effect->y=op->y; 1151 effect->y = op->y;
1106 } else { 1152 }
1107 new_draw_info_format(NDI_UNIQUE,0,op,"The %s looks stronger!", 1153 else
1108 query_name(target)); 1154 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1109 target->stats.hp = target->stats.maxhp*2; 1156 target->stats.hp = target->stats.maxhp * 2;
1110 free_object(effect); 1157 effect->destroy ();
1111 return 0; 1158 return 0;
1159 }
1160 }
1112 } 1161 }
1113 } 1162 else
1114 } else { 1163 {
1115 /* how much woe to inflict :) */ 1164 /* how much woe to inflict :) */
1116 effect->stats.dam=spell->stats.dam + 1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1117 SP_level_dam_adjust(caster,spell);
1118 } 1166 }
1119 1167
1120 set_owner(effect,op); 1168 effect->set_owner (op);
1121 set_spell_skill(op, caster, spell, effect); 1169 set_spell_skill (op, caster, spell, effect);
1122 1170
1123 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1124 effect->x=target->x; 1172 effect->insert_at (target, op);
1125 effect->y=target->y; 1173
1126 insert_ob_in_map(effect,target->map,op,0);
1127
1128 return 1; 1174 return 1;
1129} 1175}
1130
1131 1176
1132/**************************************************************************** 1177/****************************************************************************
1133 * 1178 *
1134 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1135 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1136 * code here is just to move the missile. 1181 * code here is just to move the missile.
1137 ****************************************************************************/ 1182 ****************************************************************************/
1138 1183
1139/* op is a missile that needs to be moved */ 1184/* op is a missile that needs to be moved */
1185void
1140void move_missile(object *op) { 1186move_missile (object *op)
1187{
1141 int i, mflags; 1188 int i, mflags;
1142 object *owner; 1189 object *owner;
1143 sint16 new_x, new_y; 1190 sint16 new_x, new_y;
1144 mapstruct *m; 1191 maptile *m;
1145 1192
1146 if (op->range-- <=0) { 1193 if (op->range-- <= 0)
1147 remove_ob(op);
1148 free_object(op);
1149 return;
1150 } 1194 {
1195 op->destroy ();
1196 return;
1197 }
1151 1198
1152 owner = get_owner(op); 1199 owner = op->owner;
1153#if 0 1200#if 0
1154 /* It'd make things nastier if this wasn't here - spells cast by 1201 /* It'd make things nastier if this wasn't here - spells cast by
1155 * monster that are then killed would continue to survive 1202 * monster that are then killed would continue to survive
1156 */ 1203 */
1157 if (owner == NULL) { 1204 if (owner == NULL)
1158 remove_ob(op); 1205 {
1159 free_object(op); 1206 op->destroy ();
1160 return; 1207 return;
1161 } 1208 }
1162#endif 1209#endif
1163 1210
1164 new_x = op->x + DIRX(op); 1211 new_x = op->x + DIRX (op);
1165 new_y = op->y + DIRY(op); 1212 new_y = op->y + DIRY (op);
1166 1213
1167 mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); 1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1168 1215
1169 if (!(mflags & P_OUT_OF_MAP) &&
1170 ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { 1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1171 tag_t tag = op->count; 1217 {
1172 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1173 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1174 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1175 */ 1221 */
1176 if ( ! was_destroyed (op, tag)) { 1222 if (!op->destroyed ())
1177 remove_ob (op); 1223 op->destroy ();
1178 free_object(op);
1179 }
1180 return;
1181 }
1182 1224
1183 remove_ob(op); 1225 return;
1226 }
1227
1228 op->remove ();
1229
1184 if ( ! op->direction || (mflags & P_OUT_OF_MAP)) { 1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1185 free_object(op);
1186 return;
1187 } 1231 {
1188 op->x = new_x; 1232 op->destroy ();
1189 op->y = new_y; 1233 return;
1190 op->map = m; 1234 }
1191 i=spell_find_dir(op->map, op->x, op->y, get_owner(op)); 1235
1236 i = spell_find_dir (m, new_x, new_y, op->owner);
1192 if(i > 0 && i != op->direction){ 1237 if (i > 0 && i != op->direction)
1238 {
1193 op->direction=i; 1239 op->direction = i;
1194 SET_ANIMATION(op, op->direction); 1240 SET_ANIMATION (op, op->direction);
1195 } 1241 }
1196 insert_ob_in_map(op,op->map,op,0); 1242
1243 m->insert (op, new_x, new_y, op);
1197} 1244}
1198 1245
1199/**************************************************************************** 1246/****************************************************************************
1200 * Destruction 1247 * Destruction
1201 ****************************************************************************/ 1248 ****************************************************************************/
1249
1202/* make_object_glow() - currently only makes living objects glow. 1250/* make_object_glow() - currently only makes living objects glow.
1203 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1204 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1205 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1206 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1207 */ 1255 */
1208 1256int
1209int make_object_glow(object *op, int radius, int time) { 1257make_object_glow (object *op, int radius, int time)
1210 object *tmp; 1258{
1211
1212 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1213 if(op->path_denied&PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1214 return 0; 1261 return 0;
1215 1262
1216 tmp=get_archetype(FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1217 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1218 tmp->stats.food = time; 1265 tmp->stats.food = time;
1219 SET_FLAG(tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1220 tmp->glow_radius=radius; 1267 tmp->glow_radius = radius;
1221 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1222 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1223 1270
1224 tmp->x=op->x;
1225 tmp->y=op->y;
1226 if(tmp->speed<MIN_ACTIVE_SPEED) tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1227 tmp=insert_ob_in_ob(tmp,op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1228 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1229 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1230 1275
1231 if(!tmp->env||op!=tmp->env) {
1232 LOG(llevError,"make_object_glow() failed to insert glowing force in %s\n",
1233 op->name);
1234 return 0;
1235 }
1236 return 1; 1276 return 1;
1237} 1277}
1238 1278
1239 1279int
1240
1241
1242int cast_destruction(object *op, object *caster, object *spell_ob) { 1280cast_destruction (object *op, object *caster, object *spell_ob)
1281{
1243 int i,j, range, mflags, friendly=0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1244 sint16 sx,sy; 1283 sint16 sx, sy;
1245 mapstruct *m; 1284 maptile *m;
1246 object *tmp; 1285 object *tmp;
1247 const char *skill; 1286 const char *skill;
1248 1287
1249 range = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1250 dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1251 dur = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1252 if (QUERY_FLAG(op, FLAG_FRIENDLY) || op->type == PLAYER) friendly=1; 1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1292 friendly = 1;
1253 1293
1254 /* destruction doesn't use another spell object, so we need 1294 /* destruction doesn't use another spell object, so we need
1255 * update op's skill pointer so that exp is properly awarded. 1295 * update op's skill pointer so that exp is properly awarded.
1256 * We do some shortcuts here - since this is just temporary 1296 * We do some shortcuts here - since this is just temporary
1257 * and we'll reset the values back, we don't need to go through 1297 * and we'll reset the values back, we don't need to go through
1258 * the full share string/free_string route. 1298 * the full share string/free_string route.
1259 */ 1299 */
1260 skill = op->skill; 1300 skill = op->skill;
1301 if (caster == op)
1261 if (caster == op) op->skill = spell_ob->skill; 1302 op->skill = spell_ob->skill;
1262 else if (caster->skill) op->skill = caster->skill; 1303 else if (caster->skill)
1304 op->skill = caster->skill;
1305 else
1263 else op->skill = NULL; 1306 op->skill = NULL;
1264 1307
1265 change_skill(op, find_skill_by_name(op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1266 1309
1267 for(i= -range; i<range; i++) { 1310 for (i = -range; i < range; i++)
1311 {
1268 for(j=-range; j<range ; j++) { 1312 for (j = -range; j < range; j++)
1313 {
1269 m = op->map; 1314 m = op->map;
1270 sx = op->x + i; 1315 sx = op->x + i;
1271 sy = op->y + j; 1316 sy = op->y + j;
1317
1272 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1273 if (mflags & P_OUT_OF_MAP) continue; 1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1274 if (mflags & P_IS_ALIVE) { 1322 if (mflags & P_IS_ALIVE)
1275 for (tmp=get_map_ob(m, sx, sy); tmp; tmp=tmp->above) { 1323 {
1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1276 if (QUERY_FLAG(tmp, FLAG_ALIVE) || tmp->type==PLAYER) break; 1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1277 } 1326 break;
1278 if (tmp) {
1279 if (tmp->head) tmp=tmp->head;
1280 1327
1328 if (tmp)
1329 {
1330 if (tmp->head)
1331 tmp = tmp->head;
1332
1281 if ((friendly && !QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->type!=PLAYER) || 1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1282 (!friendly && (QUERY_FLAG(tmp, FLAG_FRIENDLY) || tmp->type==PLAYER))) { 1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1283 if (spell_ob->subtype == SP_DESTRUCTION) { 1335 {
1336 if (spell_ob->subtype == SP_DESTRUCTION)
1337 {
1284 hit_player(tmp,dam,op,spell_ob->attacktype,0); 1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1285 if (spell_ob->other_arch) { 1339 if (spell_ob->other_arch)
1286 tmp = arch_to_object(spell_ob->other_arch); 1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1287 tmp->x = sx; 1341 }
1288 tmp->y = sy; 1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1289 insert_ob_in_map(tmp, m, op, 0); 1343 {
1290 }
1291 }
1292 else if (spell_ob->subtype == SP_FAERY_FIRE &&
1293 tmp->resist[ATNR_MAGIC]!=100) {
1294 if (make_object_glow(tmp, 1, dur) && spell_ob->other_arch) { 1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1295 object *effect = arch_to_object(spell_ob->other_arch); 1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1296 effect->x = sx; 1346 }
1297 effect->y = sy; 1347 }
1298 insert_ob_in_map(effect, m, op, 0); 1348 }
1299 } 1349 }
1300 } 1350 }
1301 }
1302 }
1303 } 1351 }
1304 } 1352
1305 }
1306 op->skill = skill; 1353 op->skill = skill;
1307 return 1; 1354 return 1;
1308} 1355}
1309 1356
1310/*************************************************************************** 1357/***************************************************************************
1311 * 1358 *
1312 * CURSE 1359 * CURSE
1313 * 1360 *
1314 ***************************************************************************/ 1361 ***************************************************************************/
1315 1362
1363int
1316int cast_curse(object *op, object *caster, object *spell_ob, int dir) { 1364cast_curse (object *op, object *caster, object *spell_ob, int dir)
1365{
1317 object *god = find_god(determine_god(op)); 1366 object *god = find_god (determine_god (op));
1318 object *tmp, *force; 1367 object *tmp, *force;
1319 1368
1320 tmp = get_pointed_target(op, (dir==0)?op->direction:dir, 1369 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1321 spell_ob->range, SPELL_GRACE);
1322 if (!tmp) { 1370 if (!tmp)
1323 new_draw_info(NDI_UNIQUE, 0, op,
1324 "There is no one in that direction to curse.");
1325 return 0;
1326 } 1371 {
1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1373 return 0;
1374 }
1327 1375
1376 tmp = tmp->head_ ();
1377
1328 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1329 for(force=tmp->inv; force!=NULL; force=force->below) { 1379 for (force = tmp->inv; force; force = force->below)
1380 {
1330 if (force->type==FORCE && force->subtype == FORCE_CHANGE_ABILITY) { 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 {
1331 if (force->name == spell_ob->name) { 1383 if (force->name == spell_ob->name)
1332 break; 1384 {
1333 } 1385 break;
1386 }
1334 else if (spell_ob->race && spell_ob->race == force->name) { 1387 else if (spell_ob->race && spell_ob->race == force->name)
1335 new_draw_info_format(NDI_UNIQUE, 0, op, 1388 {
1336 "You can not cast %s while %s is in effect", 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1337 spell_ob->name, force->name_pl); 1390 return 0;
1338 return 0; 1391 }
1392 }
1339 } 1393 }
1340 } 1394
1395 if (!force)
1341 } 1396 {
1342
1343 if(force==NULL) {
1344 force=get_archetype(FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1346 free_string(force->name); 1399
1347 if (spell_ob->race) 1400 if (spell_ob->race)
1348 force->name = add_refcount(spell_ob->race); 1401 force->name = spell_ob->race;
1349 else
1350 force->name = add_refcount(spell_ob->name);
1351 free_string(force->name_pl);
1352 force->name_pl = add_refcount(spell_ob->name);
1353
1354 } else { 1402 else
1403 force->name = spell_ob->name;
1404
1405 force->name_pl = spell_ob->name;
1406
1407 }
1408 else
1409 {
1355 int duration; 1410 int duration;
1356 1411
1357 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1412 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) { 1413 if (duration > force->duration)
1414 {
1359 force->duration = duration; 1415 force->duration = duration;
1360 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1361 } else { 1417 }
1418 else
1362 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 } 1420
1364 return 1; 1421 return 1;
1365 } 1422 }
1423
1366 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0; 1425 force->speed = 1.f;
1368 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1369 SET_FLAG(force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1370 1428
1371 if(god) { 1429 if (god)
1430 {
1372 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1373 force->path_repelled=god->path_repelled; 1432 force->path_repelled = god->path_repelled;
1374 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1375 force->path_denied=god->path_denied; 1434 force->path_denied = god->path_denied;
1376 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1435 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1377 "You are a victim of %s's curse!",god->name); 1436 }
1378 } else 1437 else
1379 new_draw_info(NDI_UNIQUE, 0,op,"Your curse seems empty."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1380 1439
1381 1440
1382 if(tmp!=op && op->type==PLAYER) 1441 if (tmp != op && op->type == PLAYER)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, "You curse %s!",tmp->name); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1384 1443
1385 force->stats.ac = spell_ob->stats.ac; 1444 force->stats.ac = spell_ob->stats.ac;
1386 force->stats.wc = spell_ob->stats.wc; 1445 force->stats.wc = spell_ob->stats.wc;
1387 1446
1388 change_abil(tmp,force); /* Mostly to display any messages */ 1447 change_abil (tmp, force); /* Mostly to display any messages */
1389 insert_ob_in_ob(force,tmp); 1448 insert_ob_in_ob (force, tmp);
1390 fix_player(tmp); 1449 tmp->update_stats ();
1391 return 1; 1450 return 1;
1392 1451
1393} 1452}
1394
1395 1453
1396/********************************************************************** 1454/**********************************************************************
1397 * mood change 1455 * mood change
1398 * Arguably, this may or may not be an attack spell. But since it 1456 * Arguably, this may or may not be an attack spell. But since it
1399 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1400 ***********************************************************************/ 1458 ***********************************************************************/
1401 1459
1402/* This covers the various spells that change the moods of monsters - 1460/* This covers the various spells that change the moods of monsters -
1403 * makes them angry, peacful, friendly, etc. 1461 * makes them angry, peacful, friendly, etc.
1404 */ 1462 */
1463int
1405int mood_change(object *op, object *caster, object *spell) { 1464mood_change (object *op, object *caster, object *spell)
1465{
1406 object *tmp, *god, *head; 1466 object *tmp, *god, *head;
1407 int done_one, range, mflags, level, at, best_at; 1467 int done_one, range, mflags, level, at, best_at;
1408 sint16 x, y, nx, ny; 1468 sint16 x, y, nx, ny;
1409 mapstruct *m; 1469 maptile *m;
1410 const char *race; 1470 const char *race;
1411 1471
1412 /* We precompute some values here so that we don't have to keep 1472 /* We precompute some values here so that we don't have to keep
1413 * doing it over and over again. 1473 * doing it over and over again.
1414 */ 1474 */
1415 god=find_god(determine_god(op)); 1475 god = find_god (determine_god (op));
1416 level=caster_level(caster, spell); 1476 level = caster_level (caster, spell);
1417 range = spell->range + SP_level_range_adjust(caster, spell); 1477 range = spell->range + SP_level_range_adjust (caster, spell);
1418 1478
1419 /* On the bright side, no monster should ever have a race of GOD_... 1479 /* On the bright side, no monster should ever have a race of GOD_...
1420 * so even if the player doesn't worship a god, if race=GOD_.., it 1480 * so even if the player doesn't worship a god, if race=GOD_.., it
1421 * won't ever match anything. 1481 * won't ever match anything.
1422 */ 1482 */
1423 if (!spell->race) race=NULL; 1483 if (!spell->race)
1484 race = NULL;
1424 else if (god && !strcmp(spell->race, "GOD_SLAYING")) race = god->slaying; 1485 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1486 race = god->slaying;
1425 else if (god && !strcmp(spell->race, "GOD_FRIEND")) race = god->race; 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1488 race = god->race;
1489 else
1426 else race = spell->race; 1490 race = spell->race;
1427
1428 1491
1429 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1430 for (y = op->y - range; y <= op->y + range; y++) { 1493 for (y = op->y - range; y <= op->y + range; y++)
1431 1494 {
1432 done_one=0; 1495 done_one = 0;
1433 m = op->map; 1496 m = op->map;
1434 nx = x; 1497 nx = x;
1435 ny = y; 1498 ny = y;
1436 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1437 if (mflags & P_OUT_OF_MAP) continue; 1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1438 1502
1439 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1440 if (!(mflags & P_IS_ALIVE)) continue; 1504 if (!(mflags & P_IS_ALIVE))
1505 continue;
1441 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1442 for (tmp = get_map_ob(m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1443 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1514 break;
1444 1515
1445 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1446 if (!tmp || tmp->type==PLAYER) continue; 1517 if (!tmp || tmp->type == PLAYER)
1518 continue;
1447 1519
1448 /* Only the head has meaningful data, so resolve to that */ 1520 /* Only the head has meaningful data, so resolve to that */
1449 if (tmp->head) head=tmp->head; 1521 if (tmp->head)
1450 else head=tmp; 1522 head = tmp->head;
1523 else
1524 head = tmp;
1451 1525
1452 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1453 if (race && head->race && !strstr(race, head->race)) continue; 1527 if (race && head->race && !strstr (race, head->race))
1528 continue;
1529
1454 if (QUERY_FLAG(head, FLAG_UNDEAD) && !QUERY_FLAG(spell, FLAG_UNDEAD)) continue; 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue;
1455 1532
1456 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1457 best_at = -1; 1534 best_at = -1;
1458 if (spell->attacktype) { 1535 if (spell->attacktype)
1536 {
1459 for (at=0; at < NROFATTACKS; at++) 1537 for (at = 0; at < NROFATTACKS; at++)
1460 if (spell->attacktype & (1 << at)) 1538 if (spell->attacktype & (1 << at))
1461 if (best_at == -1 || head->resist[at] > head->resist[best_at]) best_at = at; 1539 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at;
1462 1541
1463 if (best_at == -1) at=0; 1542 if (best_at == -1)
1543 at = 0;
1464 else { 1544 else
1545 {
1465 if (head->resist[best_at] == 100) continue; 1546 if (head->resist[best_at] == 100)
1466 else at = head->resist[best_at] / 5; 1547 continue;
1467 } 1548 else
1549 at = head->resist[best_at] / 5;
1550 }
1468 at -= level / 5; 1551 at -= level / 5;
1469 if (did_make_save(head, head->level, at)) continue; 1552 if (did_make_save (head, head->level, at))
1470 } 1553 continue;
1554 }
1471 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1556 {
1472 /* 1557 /*
1473 Spell has no attacktype (charm & such), so we'll have a specific saving: 1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1474 * if spell level < monster level, no go 1559 * if spell level < monster level, no go
1475 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1476 1561
1477 The chance will then be in the range [20-70] percent, not too bad. 1562 The chance will then be in the range [20-70] percent, not too bad.
1478 1563
1479 This is required to fix the 'charm monster' abuse, where a player level 1 can 1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1480 charm a level 125 monster... 1565 charm a level 125 monster...
1481 1566
1482 Ryo, august 14th 1567 Ryo, august 14th
1483 */ 1568 */
1484 {
1485 if ( head->level > level ) continue; 1569 if (head->level > level)
1570 continue;
1571
1486 if ( random_roll( 0, 100, caster, PREFER_LOW ) >= ( 20 + MIN( 50, 2 * ( level - head->level ) ) ) ) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1487 /* Failed, no effect */ 1573 /* Failed, no effect */
1488 continue; 1574 continue;
1489 } 1575 }
1490 1576
1491 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1492 1578
1493 /* aggravation */ 1579 /* aggravation */
1494 if (QUERY_FLAG(spell, FLAG_MONSTER)) { 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 {
1495 CLEAR_FLAG(head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1496 if (QUERY_FLAG(head, FLAG_FRIENDLY))
1497 remove_friendly_object(head); 1583 remove_friendly_object (head);
1584 done_one = 1;
1585 head->enemy = op;
1586 }
1498 1587
1499 done_one = 1;
1500 head->enemy = op;
1501 }
1502
1503 /* calm monsters */ 1588 /* calm monsters */
1504 if (QUERY_FLAG(spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(head, FLAG_UNAGGRESSIVE)) { 1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 {
1505 SET_FLAG(head, FLAG_UNAGGRESSIVE); 1591 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1506 head->enemy = NULL; 1592 head->enemy = NULL;
1507 done_one = 1; 1593 done_one = 1;
1508 } 1594 }
1509 1595
1510 /* berserk monsters */ 1596 /* berserk monsters */
1511 if (QUERY_FLAG(spell, FLAG_BERSERK) && !QUERY_FLAG(head, FLAG_BERSERK)) { 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 {
1512 SET_FLAG(head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1513 done_one = 1; 1600 done_one = 1;
1514 } 1601 }
1602
1515 /* charm */ 1603 /* charm */
1516 if (QUERY_FLAG(spell, FLAG_NO_ATTACK) && !QUERY_FLAG(head, FLAG_FRIENDLY)) { 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1517 SET_FLAG(head, FLAG_FRIENDLY); 1605 {
1518 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1519 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 Typical use case is charm, go somwhere, use aggravation to make hostile.
1520 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1521 CLEAR_FLAG(head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1522 set_owner(head, op); 1610 head->set_owner (op);
1523 set_spell_skill(op, caster, spell, head); 1611 set_spell_skill (op, caster, spell, head);
1524 add_friendly_object(head); 1612 add_friendly_object (head);
1525 head->attack_movement = PETMOVE; 1613 head->attack_movement = PETMOVE;
1526 done_one = 1; 1614 done_one = 1;
1527 change_exp(op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1528 head->stats.exp = 0; 1616 head->stats.exp = 0;
1529 } 1617 }
1530 1618
1531 /* If a monster was effected, put an effect in */ 1619 /* If a monster was effected, put an effect in */
1532 if (done_one && spell->other_arch) { 1620 if (done_one && spell->other_arch)
1533 tmp = arch_to_object(spell->other_arch); 1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1534 tmp->x = nx; 1622 } /* for y */
1535 tmp->y = ny;
1536 insert_ob_in_map(tmp, m, op, 0);
1537 }
1538 } /* for y */
1539 1623
1540 return 1; 1624 return 1;
1541} 1625}
1542 1626
1543 1627
1544/* Move_ball_spell: This handles ball type spells that just sort of wander 1628/* Move_ball_spell: This handles ball type spells that just sort of wander
1545 * about. was called move_ball_lightning, but since more than the ball 1629 * about. was called move_ball_lightning, but since more than the ball
1546 * lightning spell used it, that seemed misnamed. 1630 * lightning spell used it, that seemed misnamed.
1547 * op is the spell effect. 1631 * op is the spell effect.
1548 * note that duration is handled by process_object() in time.c 1632 * note that duration is handled by process_object() in time.c
1549 */ 1633 */
1550 1634
1635void
1551void move_ball_spell(object *op) { 1636move_ball_spell (object *op)
1637{
1552 int i,j,dam_save,dir, mflags; 1638 int i, j, dam_save, dir, mflags;
1553 sint16 nx,ny, hx, hy; 1639 sint16 nx, ny, hx, hy;
1554 object *owner; 1640 object *owner;
1555 mapstruct *m; 1641 maptile *m;
1556 1642
1557 owner = get_owner(op); 1643 owner = op->owner;
1558 1644
1559 /* the following logic makes sure that the ball doesn't move into a wall, 1645 /* the following logic makes sure that the ball doesn't move into a wall,
1560 * and makes sure that it will move along a wall to try and get at it's 1646 * and makes sure that it will move along a wall to try and get at it's
1561 * victim. The block immediately below more or less chooses a random 1647 * victim. The block immediately below more or less chooses a random
1562 * offset to move the ball, eg, keep it mostly on course, with some 1648 * offset to move the ball, eg, keep it mostly on course, with some
1563 * deviations. 1649 * deviations.
1564 */ 1650 */
1565 1651
1566 dir = 0; 1652 dir = 0;
1567 if(!(rndm(0, 3))) 1653 if (!(rndm (0, 3)))
1568 j = rndm(0, 1); 1654 j = rndm (0, 1);
1569 else j=0; 1655 else
1656 j = 0;
1570 1657
1571 for(i = 1; i < 9; i++) { 1658 for (i = 1; i < 9; i++)
1659 {
1572 /* i bit 0: alters sign of offset 1660 /* i bit 0: alters sign of offset
1573 * other bits (i / 2): absolute value of offset 1661 * other bits (i / 2): absolute value of offset
1574 */ 1662 */
1575 1663
1576 int offset = ((i ^ j) & 1) ? (i / 2) : - (i / 2); 1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1577 int tmpdir = absdir (op->direction + offset); 1665 int tmpdir = absdir (op->direction + offset);
1578 1666
1579 nx = op->x + freearr_x[tmpdir]; 1667 nx = op->x + freearr_x[tmpdir];
1580 ny = op->y + freearr_y[tmpdir]; 1668 ny = op->y + freearr_y[tmpdir];
1581 if ( ! (get_map_flags(op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && 1669 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1582 !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 1670 {
1583 dir = tmpdir; 1671 dir = tmpdir;
1584 break; 1672 break;
1585 } 1673 }
1586 } 1674 }
1587 if (dir == 0) { 1675 if (dir == 0)
1588 nx = op->x;
1589 ny = op->y;
1590 m = op->map;
1591 } 1676 {
1677 nx = op->x;
1678 ny = op->y;
1679 m = op->map;
1680 }
1592 1681
1593 remove_ob(op); 1682 m->insert (op, nx, ny, op);
1594 op->y=ny; 1683
1595 op->x=nx;
1596 insert_ob_in_map(op,m,op,0);
1597
1598 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1599 surrounding squares */ 1685 surrounding squares */
1600 1686
1601 /* loop over current square and neighbors to hit. 1687 /* loop over current square and neighbors to hit.
1602 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1603 * the surround spaces. 1689 * the surround spaces.
1604 */ 1690 */
1605 for(j=0;j<9;j++) { 1691 for (j = 0; j < 9; j++)
1606 object *new_ob; 1692 {
1607
1608 hx = nx+freearr_x[j]; 1693 hx = nx + freearr_x[j];
1609 hy = ny+freearr_y[j]; 1694 hy = ny + freearr_y[j];
1610 1695
1611 m = op->map; 1696 m = op->map;
1612 mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1613 1698
1614 if (mflags & P_OUT_OF_MAP) continue; 1699 if (mflags & P_OUT_OF_MAP)
1700 continue;
1615 1701
1616 /* first, don't ever, ever hit the owner. Don't hit out 1702 /* first, don't ever, ever hit the owner. Don't hit out
1617 * of the map either. 1703 * of the map either.
1618 */ 1704 */
1619 1705
1620 if((mflags & P_IS_ALIVE) && (!owner || owner->x!=hx || owner->y!=hy || !on_same_map(owner,op))) { 1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1621 if(j) op->stats.dam = dam_save/2; 1707 {
1708 if (j)
1709 op->stats.dam = dam_save / 2;
1622 hit_map(op,j,op->attacktype,1); 1710 hit_map (op, j, op->attacktype, 1);
1623 1711
1624 } 1712 }
1625 1713
1626 /* insert the other arch */ 1714 /* insert the other arch */
1627 if(op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { 1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1628 new_ob = arch_to_object(op->other_arch); 1716 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1629 new_ob->x = hx;
1630 new_ob->y = hy;
1631 insert_ob_in_map(new_ob,m,op,0);
1632 }
1633 } 1717 }
1634 1718
1635 /* restore to the center location and damage*/ 1719 /* restore to the center location and damage */
1636 op->stats.dam = dam_save; 1720 op->stats.dam = dam_save;
1637 1721
1638 i=spell_find_dir(op->map,op->x,op->y,get_owner(op)); 1722 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1639 1723
1640 if(i>=0) { /* we have a preferred direction! */ 1724 if (i >= 0)
1725 { /* we have a preferred direction! */
1641 /* pick another direction if the preferred dir is blocked. */ 1726 /* pick another direction if the preferred dir is blocked. */
1642 if (get_map_flags(op->map,&m, nx + freearr_x[i], ny + freearr_y[i],&hx,&hy) & P_OUT_OF_MAP || 1727 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1643 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy))) { 1728 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1644 i= absdir(i + rndm(0, 2) -1); /* -1, 0, +1 */ 1729 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1645 } 1730
1646 op->direction=i; 1731 op->direction = i;
1647 } 1732 }
1648} 1733}
1649 1734
1650 1735
1651/* move_swarm_spell: peterm 1736/* move_swarm_spell: peterm
1654 * is a special type of object that casts swarms of other types 1739 * is a special type of object that casts swarms of other types
1655 * of spells. Which spell it casts is flexible. It fires the spells 1740 * of spells. Which spell it casts is flexible. It fires the spells
1656 * from a set of squares surrounding the caster, in a given direction. 1741 * from a set of squares surrounding the caster, in a given direction.
1657 */ 1742 */
1658 1743
1744void
1659void move_swarm_spell(object *op) 1745move_swarm_spell (object *op)
1660{ 1746{
1661 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1662 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1663 sint16 target_x, target_y, origin_x, origin_y;
1664 int basedir, adjustdir;
1665 mapstruct *m;
1666 object *owner;
1667
1668 owner = get_owner(op);
1669 if(op->duration == 0 || owner == NULL) {
1670 remove_ob(op);
1671 free_object(op);
1672 return;
1673 }
1674 op->duration--;
1675
1676 basedir = op->direction;
1677 if(basedir == 0) {
1678 /* spray in all directions! 8) */
1679 basedir = rndm(1, 8);
1680 }
1681
1682#if 0 1747#if 0
1683 // this is bogus: it causes wrong places to be checked below 1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1684 // (a wall 2 cells away will block the effect...) and 1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1685 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1750 sint16 target_x, target_y, origin_x, origin_y;
1686 // space. 1751 int adjustdir;
1687 // should be fixed later, but correctness before featurs... 1752 maptile *m;
1688 // (schmorp)
1689
1690 /* new offset calculation to make swarm element distribution
1691 * more uniform
1692 */
1693 if(op->duration) {
1694 if(basedir & 1) {
1695 adjustdir = cardinal_adjust[rndm(0, 8)];
1696 } else {
1697 adjustdir = diagonal_adjust[rndm(0, 9)];
1698 }
1699 } else {
1700 adjustdir = 0; /* fire the last one from forward. */
1701 }
1702
1703 target_x = op->x + freearr_x[absdir(basedir + adjustdir)];
1704 target_y = op->y + freearr_y[absdir(basedir + adjustdir)];
1705
1706 /* back up one space so we can hit point-blank targets, but this
1707 * necessitates extra out_of_map check below
1708 */
1709 origin_x = target_x - freearr_x[basedir];
1710 origin_y = target_y - freearr_y[basedir];
1711
1712
1713 /* spell pointer is set up for the spell this casts. Since this
1714 * should just be a pointer to the spell in some inventory,
1715 * it is unlikely to disappear by the time we need it. However,
1716 * do some sanity checking anyways.
1717 */
1718
1719 if (op->spell && op->spell->type == SPELL &&
1720 !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1721 !(OB_TYPE_MOVE_BLOCK(op->spell, GET_MAP_MOVE_BLOCK(m, target_x, target_y)))) {
1722
1723 /* Bullet spells have a bunch more customization that needs to be done */
1724 if (op->spell->subtype == SP_BULLET)
1725 fire_bullet(owner, op, basedir, op->spell);
1726 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1727 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1728 }
1729#endif 1753#endif
1754 int basedir;
1755 object *owner;
1730 1756
1757 owner = op->owner;
1758 if (op->duration == 0 || owner == NULL)
1759 {
1760 op->destroy ();
1761 return;
1762 }
1763
1764 op->duration--;
1765
1766 basedir = op->direction;
1767 if (basedir == 0)
1768 {
1769 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8);
1771 }
1772
1773#if 0
1774 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and
1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1777 // space.
1778 // should be fixed later, but correctness before features...
1779 // (schmorp)
1780
1781 /* new offset calculation to make swarm element distribution
1782 * more uniform
1783 */
1784 if (op->duration)
1785 {
1786 if (basedir & 1)
1787 {
1788 adjustdir = cardinal_adjust[rndm (0, 8)];
1789 }
1790 else
1791 {
1792 adjustdir = diagonal_adjust[rndm (0, 9)];
1793 }
1794 }
1795 else
1796 {
1797 adjustdir = 0; /* fire the last one from forward. */
1798 }
1799
1800 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1801 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1802
1803 /* back up one space so we can hit point-blank targets, but this
1804 * necessitates extra out_of_map check below
1805 */
1806 origin_x = target_x - freearr_x[basedir];
1807 origin_y = target_y - freearr_y[basedir];
1808
1809
1731 /* spell pointer is set up for the spell this casts. Since this 1810 /* spell pointer is set up for the spell this casts. Since this
1732 * should just be a pointer to the spell in some inventory, 1811 * should just be a pointer to the spell in some inventory,
1733 * it is unlikely to disappear by the time we need it. However, 1812 * it is unlikely to disappear by the time we need it. However,
1734 * do some sanity checking anyways. 1813 * do some sanity checking anyways.
1735 */ 1814 */
1815
1816 if (op->spell && op->spell->type == SPELL &&
1817 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1818 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1736 1819 {
1820
1821 /* Bullet spells have a bunch more customization that needs to be done */
1822 if (op->spell->subtype == SP_BULLET)
1823 fire_bullet (owner, op, basedir, op->spell);
1824 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1825 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1826 }
1827#endif
1828
1829 /* spell pointer is set up for the spell this casts. Since this
1830 * should just be a pointer to the spell in some inventory,
1831 * it is unlikely to disappear by the time we need it. However,
1832 * do some sanity checking anyways.
1833 */
1834
1737 if (op->spell && op->spell->type == SPELL) 1835 if (op->spell && op->spell->type == SPELL)
1738 { 1836 {
1739 /* Bullet spells have a bunch more customization that needs to be done */ 1837 /* Bullet spells have a bunch more customization that needs to be done */
1740 if (op->spell->subtype == SP_BULLET) 1838 if (op->spell->subtype == SP_BULLET)
1741 fire_bullet(owner, op, basedir, op->spell); 1839 fire_bullet (owner, op, basedir, op->spell);
1742 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1840 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1743 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1744 } 1842 }
1745} 1843}
1746 1844
1747 1845
1748 1846
1749 1847
1757 * dir: the direction everything will be fired in 1855 * dir: the direction everything will be fired in
1758 * spell - the spell that is this spell. 1856 * spell - the spell that is this spell.
1759 * n: the number to be fired. 1857 * n: the number to be fired.
1760 */ 1858 */
1761 1859
1860int
1762int fire_swarm (object *op, object *caster, object *spell, int dir) 1861fire_swarm (object *op, object *caster, object *spell, int dir)
1763{ 1862{
1764 object *tmp; 1863 object *tmp;
1765 int i; 1864 int i;
1766 1865
1767 if (!spell->other_arch) return 0; 1866 if (!spell->other_arch)
1867 return 0;
1768 1868
1769 tmp=get_archetype(SWARM_SPELL); 1869 tmp = get_archetype (SWARM_SPELL);
1770 tmp->x=op->x;
1771 tmp->y=op->y;
1772 set_owner(tmp,op); /* needed so that if swarm elements kill, caster gets xp.*/ 1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1773 set_spell_skill(op, caster, spell, tmp); 1871 set_spell_skill (op, caster, spell, tmp);
1774 1872
1775 tmp->level=caster_level(caster, spell); /*needed later, to get level dep. right.*/ 1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1776 tmp->spell = arch_to_object(spell->other_arch); 1874 tmp->spell = arch_to_object (spell->other_arch);
1777 1875
1778 tmp->attacktype = tmp->spell->attacktype; 1876 tmp->attacktype = tmp->spell->attacktype;
1779 1877
1780 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) { 1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1781 if ( ! tailor_god_spell (tmp, op)) 1879 if (!tailor_god_spell (tmp, op))
1782 return 1; 1880 return 1;
1783 } 1881
1784 tmp->duration = SP_level_duration_adjust(caster, spell); 1882 tmp->duration = SP_level_duration_adjust (caster, spell);
1785 for (i=0; i< spell->duration; i++) 1883 for (i = 0; i < spell->duration; i++)
1786 tmp->duration += die_roll(1, 3, op, PREFER_HIGH); 1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1787 1885
1788 tmp->direction=dir; 1886 tmp->direction = dir;
1789 tmp->invisible=1; 1887 tmp->invisible = 1;
1790 insert_ob_in_map(tmp,op->map,op,0); 1888
1889 tmp->insert_at (op, op);
1791 return 1; 1890 return 1;
1792} 1891}
1793 1892
1794 1893
1795/* See the spells documentation file for why this is its own 1894/* See the spells documentation file for why this is its own
1796 * function. 1895 * function.
1797 */ 1896 */
1897int
1798int cast_light(object *op,object *caster,object *spell, int dir) { 1898cast_light (object *op, object *caster, object *spell, int dir)
1899{
1799 object *target=NULL,*tmp=NULL; 1900 object *target = NULL, *tmp = NULL;
1800 sint16 x,y; 1901 sint16 x, y;
1801 int dam, mflags; 1902 int dam, mflags;
1802 mapstruct *m; 1903 maptile *m;
1803 1904
1804 dam = spell->stats.dam + SP_level_dam_adjust(caster,spell); 1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1906
1806 if(!dir) { 1907 if (!dir)
1908 {
1807 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); 1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1808 return 0; 1910 return 0;
1809 } 1911 }
1810 1912
1811 x=op->x+freearr_x[dir]; 1913 x = op->x + freearr_x[dir];
1812 y=op->y+freearr_y[dir]; 1914 y = op->y + freearr_y[dir];
1813 m = op->map; 1915 m = op->map;
1814 1916
1815 mflags = get_map_flags(m, &m, x, y, &x, &y); 1917 mflags = get_map_flags (m, &m, x, y, &x, &y);
1816 1918
1817 if (mflags & P_OUT_OF_MAP) { 1919 if (mflags & P_OUT_OF_MAP)
1920 {
1818 new_draw_info(NDI_UNIQUE, 0,op,"Nothing is there."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1819 return 0; 1922 return 0;
1820 } 1923 }
1821 1924
1822 if (mflags & P_IS_ALIVE && spell->attacktype) { 1925 if (mflags & P_IS_ALIVE && spell->attacktype)
1823 for(target=get_map_ob(m,x,y);target;target=target->above) 1926 {
1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1824 if(QUERY_FLAG(target,FLAG_MONSTER)) { 1928 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 {
1825 /* oky doky. got a target monster. Lets make a blinding attack */ 1930 /* oky doky. got a target monster. Lets make a blinding attack */
1826 if(target->head) target = target->head; 1931 if (target->head)
1932 target = target->head;
1827 (void) hit_player(target,dam,op,spell->attacktype,1); 1933 (void) hit_player (target, dam, op, spell->attacktype, 1);
1828 return 1; /* one success only! */ 1934 return 1; /* one success only! */
1935 }
1829 } 1936 }
1830 }
1831 1937
1832 /* no live target, perhaps a wall is in the way? */ 1938 /* no live target, perhaps a wall is in the way? */
1833 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) { 1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 {
1834 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1835 return 0; 1942 return 0;
1836 } 1943 }
1837 1944
1838 /* ok, looks groovy to just insert a new light on the map */ 1945 /* ok, looks groovy to just insert a new light on the map */
1839 tmp=arch_to_object(spell->other_arch); 1946 tmp = arch_to_object (spell->other_arch);
1840 if(!tmp) { 1947 if (!tmp)
1948 {
1841 LOG(llevError,"Error: spell arch for cast_light() missing.\n"); 1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1842 return 0; 1950 return 0;
1843 } 1951 }
1844 tmp->stats.food = spell->duration + SP_level_duration_adjust(caster,spell); 1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1845 if (tmp->glow_radius) { 1953 if (tmp->glow_radius)
1954 {
1846 tmp->glow_radius= spell->range + SP_level_range_adjust(caster,spell); 1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1847 if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; 1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1848 } 1958 }
1849 tmp->x=x; 1959
1850 tmp->y=y; 1960 m->insert (tmp, x, y, op);
1851 insert_ob_in_map(tmp,m,op,0);
1852 return 1; 1961 return 1;
1853} 1962}
1854
1855
1856
1857 1963
1858/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1859 * player and infects someone. 1965 * player and infects someone.
1860 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
1861 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
1862 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1863 */ 1969 */
1864 1970int
1865int cast_cause_disease(object *op, object *caster, object *spell, int dir) { 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1972{
1866 sint16 x,y; 1973 sint16 x, y;
1867 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
1868 object *walk; 1975 object *walk;
1869 mapstruct *m; 1976 maptile *m;
1870 1977
1871 x = op->x; 1978 x = op->x;
1872 y = op->y; 1979 y = op->y;
1873 1980
1874 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
1875 * direction the player is pointing. 1982 * direction the player is pointing.
1876 */ 1983 */
1984 if (!dir)
1877 if (!dir) dir=op->facing; 1985 dir = op->facing;
1986
1987 if (!dir)
1878 if (!dir) return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
1879 1989
1880 /* Calculate these once here */ 1990 /* Calculate these once here */
1881 range = spell->range + SP_level_range_adjust(caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
1882 dam_mod = SP_level_dam_adjust(caster, spell); 1992 dam_mod = SP_level_dam_adjust (caster, spell);
1883 dur_mod = SP_level_duration_adjust(caster, spell); 1993 dur_mod = SP_level_duration_adjust (caster, spell);
1884 1994
1885 /* search in a line for a victim */ 1995 /* search in a line for a victim */
1886 for(i=1; i<range; i++) { 1996 for (i = 1; i < range; i++)
1997 {
1887 x = op->x + i * freearr_x[dir]; 1998 x = op->x + i * freearr_x[dir];
1888 y = op->y + i * freearr_y[dir]; 1999 y = op->y + i * freearr_y[dir];
1889 m = op->map; 2000 m = op->map;
1890 2001
1891 mflags = get_map_flags(m, &m, x, y, &x, &y); 2002 mflags = get_map_flags (m, &m, x, y, &x, &y);
1892 2003
1893 if (mflags & P_OUT_OF_MAP) return 0; 2004 if (mflags & P_OUT_OF_MAP)
2005 return 0;
1894 2006
1895 /* don't go through walls - presume diseases are airborne */ 2007 /* don't go through walls - presume diseases are airborne */
1896 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) return 0; 2008 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2009 return 0;
1897 2010
1898 /* Only bother looking on this space if there is something living here */ 2011 /* Only bother looking on this space if there is something living here */
1899 if (mflags & P_IS_ALIVE) { 2012 if (mflags & P_IS_ALIVE)
2013 {
1900 /* search this square for a victim */ 2014 /* search this square for a victim */
1901 for(walk=get_map_ob(m,x,y);walk;walk=walk->above) 2015 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1902 if (QUERY_FLAG(walk,FLAG_MONSTER) || (walk->type==PLAYER)) { /* found a victim */ 2016 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2017 { /* found a victim */
1903 object *disease = arch_to_object(spell->other_arch); 2018 object *disease = arch_to_object (spell->other_arch);
1904 2019
1905 set_owner(disease,op); 2020 disease->set_owner (op);
1906 set_spell_skill(op, caster, spell, disease); 2021 set_spell_skill (op, caster, spell, disease);
1907 disease->stats.exp = 0; 2022 disease->stats.exp = 0;
1908 disease->level = caster_level(caster, spell); 2023 disease->level = caster_level (caster, spell);
1909 2024
1910 /* do level adjustments */ 2025 /* do level adjustments */
1911 if(disease->stats.wc) 2026 if (disease->stats.wc)
1912 disease->stats.wc += dur_mod/2; 2027 disease->stats.wc += dur_mod / 2;
1913 2028
1914 if(disease->magic> 0) 2029 if (disease->magic > 0)
1915 disease->magic += dur_mod/4; 2030 disease->magic += dur_mod / 8;
1916 2031
1917 if(disease->stats.maxhp>0) 2032 if (disease->stats.maxhp > 0)
1918 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
1919 2034
1920 if(disease->stats.maxgrace>0) 2035 if (disease->stats.maxgrace > 0)
1921 disease->stats.maxgrace += dur_mod; 2036 disease->stats.maxgrace += dur_mod;
1922 2037
1923 if(disease->stats.dam) { 2038 if (disease->stats.dam)
1924 if(disease->stats.dam > 0) 2039 {
1925 disease->stats.dam += dam_mod; 2040 if (disease->stats.dam > 0)
1926 else disease->stats.dam -= dam_mod; 2041 disease->stats.dam += dam_mod;
1927 } 2042 else
2043 disease->stats.dam -= dam_mod;
2044 }
1928 2045
1929 if(disease->last_sp) { 2046 if (disease->last_sp)
1930 disease->last_sp -= 2*dam_mod; 2047 {
1931 if(disease->last_sp <1) disease->last_sp = 1; 2048 disease->last_sp -= 2 * dam_mod;
1932 } 2049 if (disease->last_sp < 1)
2050 disease->last_sp = 1;
2051 }
1933 2052
1934 if(disease->stats.maxsp) { 2053 if (disease->stats.maxsp)
1935 if(disease->stats.maxsp > 0) 2054 {
1936 disease->stats.maxsp += dam_mod; 2055 if (disease->stats.maxsp > 0)
1937 else disease->stats.maxsp -= dam_mod; 2056 disease->stats.maxsp += dam_mod;
1938 } 2057 else
1939 2058 disease->stats.maxsp -= dam_mod;
2059 }
2060
1940 if(disease->stats.ac) 2061 if (disease->stats.ac)
1941 disease->stats.ac += dam_mod; 2062 disease->stats.ac += dam_mod;
1942 2063
1943 if(disease->last_eat) 2064 if (disease->last_eat)
1944 disease->last_eat -= dam_mod; 2065 disease->last_eat -= dam_mod;
1945 2066
1946 if(disease->stats.hp) 2067 if (disease->stats.hp)
1947 disease->stats.hp -= dam_mod; 2068 disease->stats.hp -= dam_mod;
1948 2069
1949 if(disease->stats.sp) 2070 if (disease->stats.sp)
1950 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
1951 2072
1952 if(infect_object(walk,disease,1)) { 2073 if (infect_object (walk, disease, 1))
1953 object *flash; /* visual effect for inflicting disease */ 2074 {
1954
1955 new_draw_info_format(NDI_UNIQUE, 0, op, "You inflict %s on %s!",disease->name,walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
1956 2076
1957 free_object(disease); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
1958 flash=get_archetype(ARCH_DETECT_MAGIC); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
1959 flash->x = x; 2079 return 1;
1960 flash->y = y; 2080 }
1961 flash->map = walk->map; 2081
1962 insert_ob_in_map(flash,walk->map,op,0); 2082 disease->destroy ();
1963 return 1; 2083 }
1964 } 2084 } /* if living creature */
1965 free_object(disease); 2085 } /* for range of spaces */
1966 } 2086
1967 } /* if living creature */
1968 } /* for range of spaces */
1969 new_draw_info(NDI_UNIQUE,0,op,"No one caught anything!"); 2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
1970 return 1; 2088 return 1;
1971} 2089}

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